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6 Cards Found

AI 🤖 Find me cards equivalent to: Dimir Charm

Equivalent cards to Dimir Charm (blue and black, with flexible modal effects) include:

  • Cryptic Command (blue, more versatile modal spell)
  • Far // Away (blue and black, two modal spells in one)
  • Silumgar's Command (blue and black, more expensive but powerful modal)
  • Discovery // Dispersal (blue and black, two effects in one)
  • Supreme Will (blue, modal counter or dig effect)


Reason: These cards share flexibility and at least two choices, fitting the Dimir (UB) theme.

Results:

Cryptic Command #1 Instant

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 4
Power/Toughness: /
Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Look at both chosen modes to determine how many targets Cryptic Command has, if any. If it has at least one target, and all its targets are illegal when it tries to resolve, then it won’t resolve and none of its effects will happen. For example, if you choose the second and fourth modes, and the permanent is an illegal target when Cryptic Command tries to resolve, you won’t draw a card.
  • You choose both modes as you cast Cryptic Command. You must choose two different modes.
  • Prices

    Seller Price
    Tcgplayer 18.02 USD
    Cardmarket 8.18 EUR
    Cardkingdom 18.99 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Choose two — •Countertarget spell. • Return target permanent to its owner's hand. • Tap all creatures your opponents control. • Draw a card.

    Dimir Charm #154 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.16 USD / 0.52 USD
    Cardmarket 0.17 EUR / 0.87 EUR
    Cardkingdom 0.35 USD / 1.99 USD
    Cardsphere 0.24 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Choose one — •Countertarget sorcery spell. •Destroytarget creature with power 2 or less. • Look at the top three cards of target player's library. Put one back and the rest into that player's graveyard.

    Discovery (Discovery // Dispersal) #207 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 7
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:

    Abilities/Keywords

    Surveil

    Rules

  • As Dispersal resolves, first the next opponent in turn order (or, if it's an opponent's turn, that opponent) chooses a nonland permanent they control with the highest mana cost among their permanents, then each other opponent in turn order does the same, knowing the choices made before them. Then all the chosen permanents are returned at the same time. Next, each opponent in the same order chooses a card in hand without revealing it, then the chosen cards are discarded at the same time.
  • If a permanent has {X} in its mana cost, X is considered to be 0.
  • If an opponent controls only lands as Dispersal resolves, that player won't return any permanent to their hand. They'll still discard a card.
  • A split card's characteristics are a combination of its two halves while it is not on the stack. For example, Assault // Battery has a mana value of 5 while it is in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Assault // Battery.
  • Each split card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
  • Each split card is a single card. For example, if you discard a split card, you've discarded one card, not two. If an effect counts the number of sorcery cards in your graveyard, Assault // Battery counts once, not twice.
  • If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the half you're casting. For example, if an effect allows you to cast a sorcery spell with mana value 2 or less from among cards in your graveyard, you could cast Assault this way, but not Battery.
  • If you copy a spell that's half of a split card, the copy copies that same half. For example, if you copy Assault, the copy is also Assault, not Battery.
  • Split cards have two card faces on a single card. The characteristics of the half you didn't cast are ignored while the spell is on the stack.
  • To cast a split card, choose one of its halves to cast. There's no way to cast both halves of this split card.
  • You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
  • Prices

    Seller Price
    Tcgplayer 0.05 USD
    Cardmarket 0.23 EUR
    Cardkingdom 0.35 USD
    Cardsphere 0.05 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Surveil 2, then draw a card. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

    Dispersal (Discovery // Dispersal) #207 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 7
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:

    Rules

  • As Dispersal resolves, first the next opponent in turn order (or, if it's an opponent's turn, that opponent) chooses a nonland permanent they control with the highest mana cost among their permanents, then each other opponent in turn order does the same, knowing the choices made before them. Then all the chosen permanents are returned at the same time. Next, each opponent in the same order chooses a card in hand without revealing it, then the chosen cards are discarded at the same time.
  • If a permanent has {X} in its mana cost, X is considered to be 0.
  • If an opponent controls only lands as Dispersal resolves, that player won't return any permanent to their hand. They'll still discard a card.
  • A split card's characteristics are a combination of its two halves while it is not on the stack. For example, Assault // Battery has a mana value of 5 while it is in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Assault // Battery.
  • Each split card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
  • Each split card is a single card. For example, if you discard a split card, you've discarded one card, not two. If an effect counts the number of sorcery cards in your graveyard, Assault // Battery counts once, not twice.
  • If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the half you're casting. For example, if an effect allows you to cast a sorcery spell with mana value 2 or less from among cards in your graveyard, you could cast Assault this way, but not Battery.
  • If you copy a spell that's half of a split card, the copy copies that same half. For example, if you copy Assault, the copy is also Assault, not Battery.
  • Split cards have two card faces on a single card. The characteristics of the half you didn't cast are ignored while the spell is on the stack.
  • To cast a split card, choose one of its halves to cast. There's no way to cast both halves of this split card.
  • You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
  • Prices

    Seller Price
    Tcgplayer 0.05 USD
    Cardmarket 0.23 EUR
    Cardsphere 0.05 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Each opponent returns a nonland permanent they control with the greatest mana value among permanents they control to its owner's hand, then discards a card.

    Far (Far // Away) #127 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:

    Abilities/Keywords

    Fuse

    Rules

  • Away targets only a player. It doesn't target any creatures. The target player chooses which creature to sacrifice as the spell resolves.
  • If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
  • If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
  • If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
  • On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
  • Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
  • Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
  • To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
  • When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
  • When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
  • You can choose the same object as the target of each half of a fused split spell, if appropriate.
  • Prices

    Seller Price
    Tcgplayer 0.06 USD / 0.39 USD
    Cardmarket 0.19 EUR / 0.72 EUR
    Cardkingdom 0.35 USD
    Cardsphere 0.23 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Return target creature to its owner's hand. Fuse (You may cast one or both halves of this card from your hand.)

    Away (Far // Away) #127 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:

    Abilities/Keywords

    Fuse

    Rules

  • Away targets only a player. It doesn't target any creatures. The target player chooses which creature to sacrifice as the spell resolves.
  • If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
  • If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
  • If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
  • On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
  • Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
  • Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
  • To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
  • When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
  • When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
  • You can choose the same object as the target of each half of a fused split spell, if appropriate.
  • Prices

    Seller Price
    Tcgplayer 0.06 USD / 0.39 USD
    Cardmarket 0.19 EUR / 0.72 EUR
    Cardsphere 0.23 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Target player sacrifices a creature of their choice. Fuse (You may cast one or both halves of this card from your hand.)

    Silumgar's Command #232s Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • As the spell resolves, follow the instructions of the modes you chose in the order they are printed on the card. For example, if you chose the second and fourth modes of Ojutai’s Command, you would gain 4 life and then draw a card. (The order won’t matter in most cases.)
  • If a Command is copied, the effect that creates the copy will usually allow you to choose new targets for the copy, but you can’t choose new modes.
  • If all targets for the chosen modes become illegal before the Command resolves, the spell won’t resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
  • You can choose a mode only if you can choose legal targets for that mode. Ignore the targeting requirements for modes that aren’t chosen. For example, you can cast Ojutai’s Command without targeting a creature spell provided you don’t choose the third mode.
  • You choose the two modes as you cast the spell. You must choose two different modes. Once modes are chosen, they can’t be changed.
  • Prices

    Seller Price
    Tcgplayer 1.11 USD
    Cardmarket 0.59 EUR / 0.84 EUR
    Cardkingdom 0.99 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Choose two — •Countertarget noncreature spell. • Return target permanent to its owner's hand. • Target creature gets -3/-3 until end of turn. •Destroytarget planeswalker.

    Supreme Will #102 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.07 USD / 0.29 USD
    Cardmarket 0.08 EUR / 0.26 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.21 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Choose one — •Countertarget spell unless its controller pays . • Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

    Cryptic Command Instant Normal - ~$15.06

    Dimir Charm Instant Normal - ~$0.61

    Dispersal Instant Split - ~$0.11

    Far Instant Split - ~$0.32

    Silumgar's Command Instant Normal - ~$0.88

    Supreme Will Instant Normal - ~$0.25

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